Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and ...more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a corrective to this oversight by curating essays from a wide range of interdisciplinary scholars in order to bring Star Wars and its transmedia narratives more fully into the fold of media and cultural studies. The collection places Star Wars at the center of those studies’ projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, Star Wars and the History of Transmedia Storytelling demonstrates the ways in which transmedia storytelling and the industrial logic of media franchising have developed in concert over the past four decades, as multinational corporations have become the central means for subsidizing, profiting from, and selling modes of immersive storyworlds to global audiences. By taking this dual approach, the book focuses on the interconnected nature of corporate production, fan consumption, and transmedia world-building. As such, this collection grapples with the historical, cultural, aesthetic, and political-economic implications of the relationship between media franchising and transmedia storytelling as they are seen at work in the world’s most profitable transmedia franchise.
Just about every major film now comes to us with an assist from
digital effects. The results are obvious in superhero fantasies,
yet dramas like Roma also rely on computer-generated
imagery to ...enhance the verisimilitude of scenes. But the realism of
digital effects is not actually true to life. It is a realism
invented by Hollywood-by one company specifically: Industrial Light
& Magic.
The Empire of Effects shows how the effects company
known for the puppets and space battles of the original Star
Wars went on to develop the dominant aesthetic of digital
realism. Julie A. Turnock finds that ILM borrowed its technique
from the New Hollywood of the 1970s, incorporating lens flares,
wobbly camerawork, haphazard framing, and other cinematography that
called attention to the person behind the camera. In the context of
digital imagery, however, these aesthetic strategies had the
opposite effect, heightening the sense of realism by calling on
tropes suggesting the authenticity to which viewers were
accustomed. ILM's style, on display in the most successful films of
the 1980s and beyond, was so convincing that other studios were
forced to follow suit, and today, ILM is a victim of its own
success, having fostered a cinematic monoculture in which it is but
one player among many.
In 1977, Star Wars blazed across the screen to become one of the highest grossing and most beloved movies of all time. It was followed by two sequels and three prequels, all of which became ...blockbusters. Comic books, novels, graphic novels, and magazines devoted to the films have added to the mythology of George Lucas’s creation. Despite the impact of the franchise on popular culture, however, discussion of the films from a scholarly perspective has not kept pace with the films. In Myth, Media, and Culture in Star Wars: An Anthology, Douglas Brode and Leah Deyneka have assembled an intriguing collection of essays addressing the influences that shaped the films, as well as the impact the franchise has had on popular culture. Contributors to this volume discuss the Star Wars universe and what its connection to various cultural touchstones—from fairy tales and Joseph Campbell to Disneyland and Marvel comics—mean to viewers. Essays examine the films in the franchise as well as incarnations of the Star Wars universe in video games, comic books, and television programs, including the films’ influence on new generations of filmmakers. A companion volume to Sex, Politics, and Culture in Star Wars, Myth, Media, and Culture in Star Wars is a diverse collection of criticism that investigates the dynamic force that Star Wars has become in popular culture, from every imaginable angle.
In 1977, Star Wars blazed across the screen to become one of the highest grossing and most beloved movies of all time, spawning an unprecedented merchandising phenomenon. It was followed by two ...sequels and three prequels, all of which became blockbusters. Comic books, novels, graphic novels, and magazines devoted to the films added to the mythology of George Lucas’s creation. Despite the impact of the franchise on popular culture, however, discussion of the films from a scholarly perspective has not kept pace with the films. In Sex, Politics, and Religion in Star Wars: An Anthology, Douglas Brode and Leah Deyneka have assembled a provocative collection of essays exploring some of the more intriguing aspects of the Star Wars phenomenon. Contributors to the volume tackle such hot topics as race and racism in the Star Wars galaxy, Judeo-Christian and Eastern religious themes, homosexual romance, and philosophical and political implications—both earthbound and otherworldly. These essays interpret the Star Wars universe from a variety of perspectives—including feminist and Freudian—offering insights from writers who bring a new passion to the subject. A companion volume to Myth, Media, and Culture in Star Wars, Sex, Politics, and Religion in Star Wars is an authoritative anthology incorporating scholarly analysis with engaging insights. It will engross readers, both fans and scholars alike.
The collection places Star Wars at the center of those studies’ projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, ...aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, Star Wars and the History of Transmedia Storytelling demonstrates the ways in which transmedia storytelling and the industrial logic of media franchising have developed in concert over the past four decades, as multinational corporations have become the central means for subsidizing, profiting from, and selling modes of immersive storyworlds to global audiences. By taking this dual approach, the book focuses on the interconnected nature of corporate production, fan consumption, and transmedia world-building. As such, this collection grapples with the historical, cultural, aesthetic, and political-economic implications of the relationship between media franchising and transmedia storytelling as they are seen at work in the world’s most profitable transmedia franchise.
This article describes the participation of West Coast experimental filmmakers in the special effects industry of the 1970s and 1980s. I argue that although individuals working on films such as Star ...Wars had limited influence over the production, experimental filmmaking approaches to kineticism, the illusion of movement, and allover design of the film frame helped special effects practice remake fictional screen space in mainstream feature filmmaking.